ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
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@@ -11,7 +11,7 @@ namespace Barotrauma.Networking
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interface IClientSerializable : INetSerializable
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{
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void ClientWrite(NetBuffer msg, object[] extraData = null);
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void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c);
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void ServerRead(ClientNetObject type, NetBuffer msg, Client c);
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}
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/// <summary>
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@@ -20,6 +20,6 @@ namespace Barotrauma.Networking
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interface IServerSerializable : INetSerializable
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{
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void ServerWrite(NetBuffer msg, Client c, object[] extraData = null);
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void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime);
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void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime);
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}
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}
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